Biospud. First off, I feel like I'm not really sure if anything I find here would actually help
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Here's a discussion on fixing camera chase:
viewtopic.php?f=60&t=55738
Nash here even proposes something that I think may be the solution to the problem. It's pointed out that in 3rd person the weapon originates from the doom guy, and not the camera so the weapons don't hit where the crosshair is. Nash mentions that the crosshair should be an extension of where the weapon is firing, rather than the center of the screen (Nash then says the location of such code is "status bar source code". I believe the motion controller crosshair would have to be independent of the status bar one.
I'm guessing you could attach the VR HMD to a 3rd person camera and make the player be the motion controller (blanking the player model) pretty easily. We would then need a crosshair that is a projection from the direction of the player, not just painted on the statusbar hud.
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If the HMD is attached to an external chase cam it'll have clipping problems/enemy fire/pickups/hitting buttons/etc will be in the wrong place.
If the HMD is attached to the player camera, a way to decouple the weapon origin and firing direction from the camera will need to be found.
crosshair will have to be solved either way unless 3D models (which I'm assuming now won't be distributional within the main) can be used to accurately aim down the sights.
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EDIT: I found Player.AttackZOffset which modifies the origin of where the weapon fires. From googling I can't tell if there's an AttackXOffset or AttackYOffset
I also found something in the source in gzdoom/src/p_actionfunctions.cpp:
https://github.com/coelckers/gzdoom/blo ... .cpp#L3982
The comment line mentions hitscan origin and is also where the AttackZOffset is defined. I think you would have to get permission to do edits here, but the solution may be this; adding the ability to determine the attack offset in 3d space as dictated by the input from an openvr motion controller. I think the weapon will still fire directly towards the center for the screen, but at least you could edit the hitscan origin.
Biospud. First off, I feel like I'm not really sure if anything I find here would actually help
________________________________________________________________________________________________________________
Here's a discussion on fixing camera chase: [url]https://forum.zdoom.org/viewtopic.php?f=60&t=55738[/url]
Nash here even proposes something that I think may be the solution to the problem. It's pointed out that in 3rd person the weapon originates from the doom guy, and not the camera so the weapons don't hit where the crosshair is. Nash mentions that the crosshair should be an extension of where the weapon is firing, rather than the center of the screen (Nash then says the location of such code is "status bar source code". I believe the motion controller crosshair would have to be independent of the status bar one.
I'm guessing you could attach the VR HMD to a 3rd person camera and make the player be the motion controller (blanking the player model) pretty easily. We would then need a crosshair that is a projection from the direction of the player, not just painted on the statusbar hud.
__________________________________________________________________________________________________________________
If the HMD is attached to an external chase cam it'll have clipping problems/enemy fire/pickups/hitting buttons/etc will be in the wrong place.
If the HMD is attached to the player camera, a way to decouple the weapon origin and firing direction from the camera will need to be found.
crosshair will have to be solved either way unless 3D models (which I'm assuming now won't be distributional within the main) can be used to accurately aim down the sights.
___________________________________________________________________________________________________________________
[b]EDIT[/b]: I found Player.AttackZOffset which modifies the origin of where the weapon fires. From googling I can't tell if there's an AttackXOffset or AttackYOffset
I also found something in the source in gzdoom/src/p_actionfunctions.cpp:
https://github.com/coelckers/gzdoom/blob/master/src/p_actionfunctions.cpp#L3982
The comment line mentions hitscan origin and is also where the AttackZOffset is defined. I think you would have to get permission to do edits here, but the solution may be this; adding the ability to determine the attack offset in 3d space as dictated by the input from an openvr motion controller. I think the weapon will still fire directly towards the center for the screen, but at least you could edit the hitscan origin.